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Hi guys. There was a recent Q & A and the EU response has been very savage regarding what WG perceives as balanced and not. Link here:
http://forum.worldoftanks.eu/index.php?/topic/654259-facepalms-incoming-wgs-last-qa/
Would like to know your opinion on the subject.

A contributor of reddit has done a 99% UCL calc on a personal data set and came up with the following:
https://www.reddit.com/r/WorldofTanks/comments/6dg5tf/the_918_matchmaker_saga_part_two_new_data_and/
I have no idea of whether this could be discerned from the API, but this kind of ninja nerf would be such a WG kind of thing to do. I wonder if the OP is a member here, it'd be interesting to have him present to our math guys.

All my positions (south/north/west/east) will be based upon the mini-map of the respective screenshot I'm discussing. Excuse me for the bad UI. after patchday, I just took a random modpack so I didn't have the default UI as a result, my screen looks cluttered. Swamp used to be a very...basic map that revolved around sitting in arty cover and camping (because arty prevents camping). Replay if you want to watch me drive around the map: http://wotreplays.com/site/2022119#swamp-koel76-bat_-ch_tillon_25_ http://wotreplays.com/site/2022125#swamp-koel76-t-62a 1st one is more of a quick drive around the map - eventually had to stop because my bot friend started capping. 2nd one I actually spend some more time driving around with another guy. This used to be the old swamp. I've marked the old (usual) gud player deployment (in randoms) in the color of the respective base. The black arrow indicates common retarded pubbie deployment. Center area being retarded is debatable. I feel like WG has made some very solid changes, changes that will make swamp a decent/good map to play. They've also made some changes I dislike, because I "feel" like it has become biased towards the Northern spawn, this might just be because I've not played it in randoms - but I'll update it later once I have. At first I'll go in on the new spawn/bases. North spawn: The first thing you might notice, is the lack of any cover. It seems that WG has eliminated the ability to cap if anyone on the enemy team is still alive and near base. Meanwhile, there's countless of bushes/ditches near this base from which an enemy tank can come back and spot you. Pro tip: Don't cap, ever again. I feel like this was one of the bad changes. There's no longer a way to win a game by fast capping. The new positioning of both spawns give each side a better way to deploy without taking early damage. What did however concerned (lul not really) is the positioning of arty. If you check in screenshot 2, right ahead of me is a river...you can cross that river in any tank without drowning meaning no sitting in base with arty. While roaming around I couldn't find any positions arty could get to fast and stay safe in. In randoms, that'll be a good change because fuck arty. South spawn: Pretty much the same story. River straight ahead can also be crossed by enemy tanks. So if they want to get an arty that's sitting in base, they can. But they'll be spotted long before. Position of interest: 2 tanks can push a batchat or something else up there, only point in doing that is later in the game if the enemy decided to approach the red base (in this screenshot) from the south. SW corner: Each side has an equal chance of taking this position, I believe a short engagement will take place here. There's some cover in the form of a (demolished) castle. Not sure what else to say about this position. It's good that they've removed the camping from this position. the reason you can't really camp here is because the enemy team has an equal chance of getting that position. Although I believe this position is better to obtain for the Northern spawn. By doing this you will have their H7/8 campers/snipers fixated on dealing with you. And if they aren't, you kill them. H8 Area: Not much to this position early game. It's very open and pretty much useless now* Will update later if I utilize this spot in a random. ehind me you can see the friendly base. As I said before: It's very open now. In the second screenshot ahead of me, you'll notice an entrance to this position. Although, under most circumstances that entrance just opens you up to a lot of fire from different directions. Another thing you can see is that the leopard is trying up to get into a position, you can get there if you push 2 tanks up. Once again, not an important position but later in the game it might be useful...just don't count on your pubbies to get you up there. If for example your NE pubbies get rekt and you're in a platoon, you can probably farm some quick damage from this spot. Now the most significant of all, and where most engagements will be happening: The northern part of the map. I really don't know what to say. Each side has one entry. And then there's one more in the middle. I sadly do not have any more screenshots of the northern part. But there's a panorama somewhere from WG, it'll be your usual stalemate - The good thing is: there's arty cover. 2nd picture is one I consider a broken position if it's possible to get up there, from there you can spot any of the tanks they have at F9 without being spotted. It will require 3 tanks to push one up there...obviously, you'd have to win the engagement first to avoid being proxy spotted. Or if they don't send any tanks there, you get it for free. Picture 3 is another position the Northern spawn can use to dig out your campers. Put a light there and you'll have some fun spotting. As you can see, I spotted the leopard and he didn't spot me back until I fired. If you get spotted you're dead. Because there's only an open field to run to... So don't let that happen. Edit: It's a mediocre position, not even worth it ignore. First picture: Entrance 2nd: Position of interest 3rd: Position of interest Miscellaneous picture close to northern base and ridgeline: As you can see - the ridge line has been flattened and there's now some terrain irregularities here. Although, most of the time in a "normal" match there will be no engagements here. One last screenshot of why you probably want to avoid going into swamp: I don't have any other screenshots since I quickly did this on a laptop, if you want to see more - I guess you can just watch my replay or head into a training room yourself. From all of this, I conclude that the Northern spawn gets the better deal in these map changes. PS: If any arty players can tell me where arty would go now, that'd be great. If I play it once, I'll probably include where I think is the best place to go for some farming. Edit: Forgot the minimap

Lo and behold, Siegfried Line is gonna get a few changes, shown here: 1 - Added forest2 - Removed the valley (terrain leveled)3 - Removed the bunker that gave advantage to one side4 - The hills were reworked a bit5 - Changed the way the players can shoot through the bunkers Dont know what to think really about this, adding soft cover to advance might be nice, and maybe flatening the North area will be more forgiving for slow tanks that spawn in the dip. What do you guys think?

So I just noticed this posted this morning: official launch date September 17 Tirpitz will go on sale then, and the ranked battle season will start then as well. As for WoWS leaving "Beta" and going into release, discuss.

From WG... Historically, Gladiators were allowed to keep any prizes or gifts they were given during gladiatorial games, and we are offering you the chance to win prizes in conjunction with our Gladiatorial Arena mission: "Contender". Start time and date: 6-26-2015, 9:00am PDT End time and date: 06-29-2015, 4:20am PDT Finish the Mission "Contender" to enter into a random drawing to Win either a Type 59, AT 15A, Gold, or Premium Time! 5 tank, premium time, and gold prizes for a total of 15 Prizes! 2 winners will recieve the Type 59! 3 Winners will recieve the AT 15A! 5 Winners will recieve xx gold! 5 Winners will recieve xx Premium Time! One entry per mission completion! This means that if you complete the mission "Contender" 25 times, that's 25 entries! Please take a screenshot of the mission counter screen and post it here for your entry. One image per post please. If you would like to enter your first mission completion, please post the screenshot. For your 2nd, 5th, etc.. Please just replace your original sccreenshot with the new one. The mission counter will keep track of the amount of times you completed the mission, so only one image is needed. The image requirements are as follows: format —JPEG, PNG, or GIF; resolution — between 800x600 and 1024x768 pixels; size — up to 700 KB. Good Luck! ---------------------------------- The topic can be found here: http://forum.worldoftanks.com/index.php?/topic/449634-mission-contender-contest/unread/

I was in a Tier 8 game and someone brought a T1 Cunningham. For reasons unknown to the world WG simply cant put restrictions on platoons? So, as a T1 is USELESS in a Tier 8 game and cant even spot or do a yolo scout run I killed him. I ignore it usually but it just got to me this time.
So I turn blue somehow for killing a guy like in months...wow WG wow. And then my team starts raping me because why not. Oh wow blue tank lets shoot that blue T34...
WG please implement platoon restrictions already or at least justify not implementing them for there might be reasons I cant think of.

As I was muddling through another series of battles in the Centurion the other day I decided to examine the tech tree for the Cent 7/1 to see what kind of stupid amounts of Free XP I had to drop to make it bearable (147k, if you were curious). As I stared in shock and horror at my calculator, I realized that WG could fix the relative mediocrity of the Centurion 1 and the suicide-inducing stock grind of the 7/1 with one simple move.
Make the B Barrel available on the Centurion 1.
That would bump up the base DPM of the Cent to ~1,770 (still not great, but better) but more importantly reduce the aimtime to 1.9s. This would help to alleviate the awful dispersion the Cent already has. I never feel like the A Barrel should be more accurate, just that it should settle faster. A base aimtime of 1.9s would help snapshots and hill fighting which is often what the Cent 1 is relegated to thanks to its used-kleenex armor. I do worry about this move making the Cent and Caern too simiar though...
Additionally, that would shave 45k XP off of the 7/1 grind, bringing things down to a bearable 102k XP, which is more in line with other Tier 9 stock grinds (barring radios, extra engines, etc).
Any thoughts?
Please note I don't expect Wargaming to ever do this, which is why I posted on the Rebal Base forums.

So, I was skimming through the Skirmish 32 page, contemplating possible line-ups and strats, when I came across something at the very bottom... http://worldoftanks.com/en/news/pc-browser/tournaments/skirmish-32-2014/
If you go beneath the Facebook ad, there's a small link that says "Content_WG loves Oprah". Open up the link, and it gives you this gif:
Just...what is this, I don't even...
I thought that WG were professionals, incompetent ones at times, but still professionals

http://www.dsogaming.com/news/crytek-in-deep-trouble-adoption-of-cryengine-not-good-ryse-development-catastrophic/
JUNE 22, 2014 JOHN PAPADOPOULOS 261 COMMENTS
Frankly if WG.net buys Crytek, it would be a disaster. For one, they might just make Armored Warfare stillborne.
Because honestly, they're rich enough to be the Electronic Arts of the Other Side of the Atlantic. I have no reason to believe, no justified faith, that they won't try to do exactly that, if it's in their power.